ddnet/src/game/server/teams.cpp

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#include "teams.h"
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#include <engine/shared/config.h>
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CGameTeams::CGameTeams(CGameContext *pGameContext) : m_pGameContext(pGameContext)
{
Reset();
}
void CGameTeams::Reset()
{
m_Core.Reset();
for(int i = 0; i < MAX_CLIENTS; ++i)
{
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m_TeamState[i] = EMPTY;
m_TeeFinished[i] = false;
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m_MembersCount[i] = 0;
m_LastChat[i] = 0;
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}
}
void CGameTeams::OnCharacterStart(int id){
int Tick = Server()->Tick();
CCharacter* StartingChar = Character(id);
if(!StartingChar)
return;
if(StartingChar->m_DDRaceState == DDRACE_FINISHED)
StartingChar->m_DDRaceState = DDRACE_NONE;
if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER)
{
StartingChar->m_DDRaceState = DDRACE_STARTED;
StartingChar->m_StartTime = Tick;
StartingChar->m_RefreshTime = Tick;
}
else
{
bool Waiting = false;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_Core.Team(id) == m_Core.Team(i))
{
CCharacter* Char = Character(i);
if(Char->m_DDRaceState == DDRACE_FINISHED)
{
Waiting = true;
if(m_LastChat[id] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "%s has finished and didn't go through start yet, wait for him or join another team.", Server()->ClientName(i));
GameServer()->SendChatTarget(id, aBuf);
m_LastChat[id] = Tick;
}
if(m_LastChat[i] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "%s wants to start a new round, kill or walk to start.", Server()->ClientName(id));
GameServer()->SendChatTarget(i, aBuf);
m_LastChat[i] = Tick;
}
}
}
}
if(m_TeamState[m_Core.Team(id)] <= CLOSED && !Waiting)
{
ChangeTeamState(m_Core.Team(id), STARTED);
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_Core.Team(id) == m_Core.Team(i))
{
CCharacter* Char = Character(i);
if(Char)
{
Char->m_DDRaceState = DDRACE_STARTED;
Char->m_StartTime = Tick;
Char->m_RefreshTime = Tick;
}
}
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}
}
}
}
void CGameTeams::OnCharacterFinish(int id)
{
if(m_Core.Team(id) == TEAM_FLOCK || m_Core.Team(id) == TEAM_SUPER)
{
Character(id)->OnFinish();
}
else
{
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m_TeeFinished[id] = true;
if(TeamFinished(m_Core.Team(id)))
{
//ChangeTeamState(m_Core.Team(id), FINISHED);//TODO: Make it better
ChangeTeamState(m_Core.Team(id), OPEN);
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_Core.Team(id) == m_Core.Team(i))
{
CCharacter * Char = Character(i);
if(Char != 0)
{
Char->OnFinish();
m_TeeFinished[i] = false;
}
/*else
*{
* m_Core.Team(id) = 0; //i saw zomby =)
*}
*/
}
}
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}
}
}
bool CGameTeams::SetCharacterTeam(int id, int Team)
{
//Check on wrong parameters. +1 for TEAM_SUPER
if(id < 0 || id >= MAX_CLIENTS || Team < 0 || Team >= MAX_CLIENTS + 1)
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return false;
//You can join to TEAM_SUPER at any time, but any other group you cannot if it started
if(Team != TEAM_SUPER && m_TeamState[Team] >= CLOSED)
return false;
//No need to switch team if you there
if(m_Core.Team(id) == Team)
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return false;
//You cannot be in TEAM_SUPER if you not super
if(Team == TEAM_SUPER && !Character(id)->m_Super) return false;
//if you begin race
if(Character(id)->m_DDRaceState != DDRACE_NONE)
//you will be killed if you try to join FLOCK
if(Team == TEAM_FLOCK && m_Core.Team(id) != TEAM_FLOCK)
Character(id)->GetPlayer()->KillCharacter(WEAPON_GAME);
else if(Team != TEAM_SUPER)
return false;
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SetForceCharacterTeam(id, Team);
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//GameServer()->CreatePlayerSpawn(Character(id)->m_Core.m_Pos, TeamMask());
return true;
}
void CGameTeams::SetForceCharacterTeam(int id, int Team)
{
m_TeeFinished[id] = false;
if(m_Core.Team(id) != TEAM_FLOCK
&& m_Core.Team(id) != TEAM_SUPER
&& m_TeamState[m_Core.Team(id)] != EMPTY)
{
bool NoOneInOldTeam = true;
for(int i = 0; i < MAX_CLIENTS; ++i)
if(i != id && m_Core.Team(id) == m_Core.Team(i))
{
NoOneInOldTeam = false;//all good exists someone in old team
break;
}
if(NoOneInOldTeam)
m_TeamState[m_Core.Team(id)] = EMPTY;
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}
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if(Count(m_Core.Team(id)) > 0) m_MembersCount[m_Core.Team(id)]--;
m_Core.Team(id, Team);
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if(m_Core.Team(id) != TEAM_SUPER) m_MembersCount[m_Core.Team(id)]++;
if(Team != TEAM_SUPER && m_TeamState[Team] == EMPTY)
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ChangeTeamState(Team, OPEN);
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dbg_msg1("Teams", "Id = %d Team = %d", id, Team);
for (int ClientID = 0; ClientID < MAX_CLIENTS; ++ClientID)
{
if(Character(ClientID) && Character(ClientID)->GetPlayer()->m_IsUsingDDRaceClient)
SendTeamsState(ClientID);
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}
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}
int CGameTeams::Count(int Team) const
{
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if(Team == TEAM_SUPER) return -1;
return m_MembersCount[Team];
}
void CGameTeams::ChangeTeamState(int Team, int State)
{
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m_TeamState[Team] = State;
}
bool CGameTeams::TeamFinished(int Team)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
if(m_Core.Team(i) == Team && !m_TeeFinished[i])
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return false;
return true;
}
int CGameTeams::TeamMask(int Team)
{
if(Team == TEAM_SUPER) return -1;
int Mask = 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
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if((Character(i) && (m_Core.Team(i) == Team || m_Core.Team(i) == TEAM_SUPER))
|| (GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() == -1))
Mask |= 1 << i;
return Mask;
}
void CGameTeams::SendTeamsState(int Cid)
{
CNetMsg_Cl_TeamsState Msg;
Msg.m_Tee0 = m_Core.Team(0);
Msg.m_Tee1 = m_Core.Team(1);
Msg.m_Tee2 = m_Core.Team(2);
Msg.m_Tee3 = m_Core.Team(3);
Msg.m_Tee4 = m_Core.Team(4);
Msg.m_Tee5 = m_Core.Team(5);
Msg.m_Tee6 = m_Core.Team(6);
Msg.m_Tee7 = m_Core.Team(7);
Msg.m_Tee8 = m_Core.Team(8);
Msg.m_Tee9 = m_Core.Team(9);
Msg.m_Tee10 = m_Core.Team(10);
Msg.m_Tee11 = m_Core.Team(11);
Msg.m_Tee12 = m_Core.Team(12);
Msg.m_Tee13 = m_Core.Team(13);
Msg.m_Tee14 = m_Core.Team(14);
Msg.m_Tee15 = m_Core.Team(15);
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, Cid);
}